A starting point would to simply start making uneven battlefields. Less squares and circles, corridors and height difference instead.
Thank you for bringing this up. There's also the halicarnassus fight, which features a nice little intermission puzzle in sliding sands. This is the sort of thing I want more in future raids. These nifty, "need a min to think here" moments in fights.
Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.
And you know this... how? Because you have insider knowledge in how the 2.0 engine was constructed and are experienced in implementing back-end systems in game development?
... Or are you just another defeatist apologist that seems to flood these forums defending bad/stale game design?
Just a random idea, but what about an icy arena that gradually cracks as the fight advances and then gives way to a second arena beneath the first? I really want to see more varied approaches to terrain - even if it's just a secondary square/circle beneath the first.
Nooooo I like being able to zone in and clear within 5 mins. If I know the mechanics right off the bat cause it's the same as every other fight the better cause then I can get out faster. Even better if my rotation is less than 2 buttons that way I barely have to focus or pay attention. I don't even like playing videogames and I'm glad SE is designing things around meAside from this the only feedback I would have is to try and make these raids feel a little more like raids. Even if that's just adding some corridor fodder before the boss, or 'boss' fights that isn't just a single entity, but rather something like a throwback once again to Cuff of the Father and Binding Coil Turns 3/4.
100000% yes and those are my favorite fights in the whole game. This shows they are capable of being very creative and any hand waiving by some people cause of "old design and combat system" is just ignorance.
O3S was probably my favorite Savage raid after A11S. I wish they had kept the sand puzzle during Savage - only made it a random pattern every fight. What I loved about O3S is you didn't know which tile she was gonna jump to at the end, and checking for the safe spot during the cave phase.
I love fights with randomized patterns. It's why I love the current Extreme fight so much. Not knowing where the snakes will show, having to figure out where the safe spot is before the stage turns... IT'S SO MUCH FUN!
This game needs more of this. More unpredictable fights where you actually have to think in the middle. I think the only situation where this wouldn't be good is if it affects uptime.
I don't mind seeing the same mechanics repeating themselves, as long as you mix them up in interesting ways. The current raids that dropped have a lot of potential. Let's see what they do with Savage before we criticize them.
Actually this idea's been toyed with in HW. Zurvan's first phase, though not icy, is an arena that breaks away to a second arena below. Not much else was done with the concept, so it would be interesting to see it explored in more depth.
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